Misty Step, or any other teleportation ability, can ignore a wall of force. Since it is invisible, it does not block line of sight, and teleportation does not "pass through" the space between departure and arrival.
Depending on where it's cast, you could potentially also burrow beneath or around its edges.
A wall of force is invisible but does provide total cover (as it is a physical construction). Spells need a clear path to the target. So a spell like Command still fails.
Teleporting is different - as it doesn't require a clear path by nature. They specifically mention you can teleport anywhere in range, and in the case of dimension door, even if you cannot see it. They are not blocked by total cover. Even if you want to argue that, you truly can't with Misty Step since the range and target are "Self", which you do have a clear path to.
So yeah, teleporting and Antimagic Field are your best ways to break out.
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Misty Step, or any other teleportation ability, can ignore a wall of force. Since it is invisible, it does not block line of sight, and teleportation does not "pass through" the space between departure and arrival.
Depending on where it's cast, you could potentially also burrow beneath or around its edges.
Seems sound, but it would only get one character past the field. Not the whole party.
Something mental perhapses like command. Sound might be able to pierce the wall...
Command won't work as the target of the spell is behind the wall / total cover. Also debateable whether you can get an enemy to stop concentrating on a spell with a one word command...
So yeah, teleporting and Antimagic Field are your best ways to break out.
Would a Cleric casting Antimagic Field allow the whole party to pass through?
Yes. The Antimagic Field is like an aura - it's centred on the caster and follows them. The field surpresses any and all magic it comes across (unless that magic effect / spell specifically says otherwise, which Wall of Force doesn't - or if the effect was created by an artifact or a deity) and it extends 10 ft from the caster in all directions. This basically means the Cleric stepping into the wall of force will create a 20ft wide hole, at least, in it, which is more than enough room to get a party out.
Even works against the wall of force's upgraded sibling, Forecage.
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Something mental perhapses like command. Sound might be able to pierce the wall...
Command won't work as the target of the spell is behind the wall / total cover. Also debateable whether you can get an enemy to stop concentrating on a spell with a one word command...
Just to mention .. the interpretation that a wall of force provides total cover is a ruling that isn't perfectly clear in RAW and hasn't been clarified in the sage advice compendium (other sage advice is just suggestions of how the game designers might choose to play it) ... some folks have differing opinions and I have played with DMs that rule whether spells can work through a wall of force on a case by case basis depending on the spell description and whether some aspect of the spell has to traverse the space between the caster and target thus encountering the wall (eg fireball).
The rules do not explicitly say anywhere that a wall of force provides total cover. It is just one interpretation.
"Can I Misty Step across a Wall of Force, because I can see it, but I don't have a clear path? Door w/ peephole?"
"With misty step, you must be able to see your destination, but you don't need a clear path there. #DnD" @JeremyECrawford
So you agree, then, that the RAW is muddy and Sage Advice is required to inform the RAI?
Target and destination in misty step are two different things. Look at that spell - it has self range so you are the target, you need clear path to yourself which is always true (I think), and the destination isn't bound by targeting rule.
So yeah, teleporting and Antimagic Field are your best ways to break out.
Would a Cleric casting Antimagic Field allow the whole party to pass through?
Yes. The Antimagic Field is like an aura - it's centred on the caster and follows them. The field surpresses any and all magic it comes across (unless that magic effect / spell specifically says otherwise, which Wall of Force doesn't - or if the effect was created by an artifact or a deity) and it extends 10 ft from the caster in all directions. This basically means the Cleric stepping into the wall of force will create a 20ft wide hole, at least, in it, which is more than enough room to get a party out.
Even works against the wall of force's upgraded sibling, Forecage.
Sounds good...
So if an opposing wizard cast the Wall of Force and had a strong knowledge of the party's abilities, how might they prevent that from happening?
Their goal of casting the Wall is merely to stall the party for a few minutes.
First, I agree that the teleportation spells can be used to get to the other side, and then the spell caster may be attacked to force him to lose concentration. Thunder Step allows you to step to the other side and bring someone else with you. I am planning on adding that spell to my Bard at level 6 when he gets Magical Secrets to help rescue our Rogue who get himself into trouble from time to time.
If I were a spell caster and wished to use Wall of Force to delay a party and I thought they would likely use magical means, I would cast silence on the other side of the wall first, which would stop most spellcasting. I would then use Wall of Force, and then Darkness on my side of the wall to give them uncertainty about how else I might be prepared to contend with them. After backing up, I might be prepared with Web of something else to give me time to delay them. If I knew more about your situation I might come up with better plans.
You might also consider opening up with an illusion that would make the party slow themselves down such as a floor of molten rock, complete with heat.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Just to mention .. the interpretation that a wall of force provides total cover is a ruling that isn't perfectly clear in RAW and hasn't been clarified in the sage advice compendium (other sage advice is just suggestions of how the game designers might choose to play it) ...
The rules do not explicitly say anywhere that a wall of force provides total cover. It is just one interpretation.
So what are the rules about what provides total cover.
JC has said that a glass window provides total cover, even though it is transparent. So from this I would determine that any physical barrier provides total cover regardless of its level of transparency.
But on a separate note, the Tiny Hut spell has the line "Spells and other magical effects can't extend through the dome or be cast through it", but this line (or anything similar) does NOT appear in the description of Wall of Force.
Just to mention .. the interpretation that a wall of force provides total cover is a ruling that isn't perfectly clear in RAW and hasn't been clarified in the sage advice compendium (other sage advice is just suggestions of how the game designers might choose to play it) ...
The rules do not explicitly say anywhere that a wall of force provides total cover. It is just one interpretation.
So what are the rules about what provides total cover.
JC has said that a glass window provides total cover, even though it is transparent. So from this I would determine that any physical barrier provides total cover regardless of its level of transparency.
But on a separate note, the Tiny Hut spell has the line "Spells and other magical effects can't extend through the dome or be cast through it", but this line (or anything similar) does NOT appear in the description of Wall of Force.
The same is true of forcecage ..
"A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area."
While wall of force says ..
"Nothing can physically pass through the wall."
Wall of force can be a 10' sphere around a creature. Forcecage can be a 10' cube. Wall of Force is level 5, forcecage is level 7. If wall of force provides total cover then the only difference in terms of confining a creature is that forcecage requires a saving throw before you can teleport out while wall of force does not.
Anyway, the entire argument about total cover comes from the PHB saying "A target has total cover if it is completely concealed by an obstacle." and the interpretation that a target is not concealed if you can see it. In the end, the decision of how to run it is up to the DM so I'd just ask him.
Line of effect comes into play, so I disagree that teleportation or fey step or misty step would allow you to pass through the wall of force that is cast in a radius sphere.
“To target something [with a spell], you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.”
Per this, you cannot "target" a square outside of the Wall of Force. Yes, I understand that Misty Step is Self, but you are still targeting the square as the point to which you want to move as part of the spell. See any other Sage Advice about how spells with self range like Melf's Minute Meteors or Pass without a trace are targeting other things in spite of having Self as the target. There is a wall between you and the square, meaning you do not have a line of effect. As soon as you target the square to move to it, you would run into the wall on your way there.
Now, there could be an argument that you are not traveling materially. If not, then I would ask, how are you traveling? The spell does not disclose, but teleportation says specifically that the location must be on the same material plane as you are. So I think there's another argument that you are traveling materially, even though you are teleporting. I do not interpret those spells that you simply discorporate and the recorporate. You would either be traveling through the material plane or the ethereal plane and Wall of Force states that it blocks both.
Lastly, I would point out that dispel magic does not work on Wall of Force. I personally do not believe that the designers of D&D meant for a 2nd level spell to overcome a 5th level spell, when it clearly states that a 3rd level spell does not. Just my opinion.
If a party does not have access to Disintegrate, what's the best way to deal with getting past a Wall of Force?
Misty Step, or any other teleportation ability, can ignore a wall of force. Since it is invisible, it does not block line of sight, and teleportation does not "pass through" the space between departure and arrival.
Depending on where it's cast, you could potentially also burrow beneath or around its edges.
Wait 10 minutes, make the caster lose concentration, or teleport through it.
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I agree this is the intention, however... the RAW is ambiguous on that subject, and there are differing opinions.
[SageAdvice]
Something mental perhapses like command. Sound might be able to pierce the wall...
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
A wall of force is invisible but does provide total cover (as it is a physical construction). Spells need a clear path to the target. So a spell like Command still fails.
Teleporting is different - as it doesn't require a clear path by nature. They specifically mention you can teleport anywhere in range, and in the case of dimension door, even if you cannot see it. They are not blocked by total cover. Even if you want to argue that, you truly can't with Misty Step since the range and target are "Self", which you do have a clear path to.
So yeah, teleporting and Antimagic Field are your best ways to break out.
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Seems sound, but it would only get one character past the field. Not the whole party.
Would a Cleric casting Antimagic Field allow the whole party to pass through?
Not a bad idea, but i'm thinking the opposing wizard would make that saving roll most of the time.
Command won't work as the target of the spell is behind the wall / total cover. Also debateable whether you can get an enemy to stop concentrating on a spell with a one word command...
Yes. The Antimagic Field is like an aura - it's centred on the caster and follows them. The field surpresses any and all magic it comes across (unless that magic effect / spell specifically says otherwise, which Wall of Force doesn't - or if the effect was created by an artifact or a deity) and it extends 10 ft from the caster in all directions. This basically means the Cleric stepping into the wall of force will create a 20ft wide hole, at least, in it, which is more than enough room to get a party out.
Even works against the wall of force's upgraded sibling, Forecage.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Just to mention .. the interpretation that a wall of force provides total cover is a ruling that isn't perfectly clear in RAW and hasn't been clarified in the sage advice compendium (other sage advice is just suggestions of how the game designers might choose to play it) ... some folks have differing opinions and I have played with DMs that rule whether spells can work through a wall of force on a case by case basis depending on the spell description and whether some aspect of the spell has to traverse the space between the caster and target thus encountering the wall (eg fireball).
The rules do not explicitly say anywhere that a wall of force provides total cover. It is just one interpretation.
So you agree, then, that the RAW is muddy and Sage Advice is required to inform the RAI?
Target and destination in misty step are two different things. Look at that spell - it has self range so you are the target, you need clear path to yourself which is always true (I think), and the destination isn't bound by targeting rule.
Sounds good...
So if an opposing wizard cast the Wall of Force and had a strong knowledge of the party's abilities, how might they prevent that from happening?
Their goal of casting the Wall is merely to stall the party for a few minutes.
First, I agree that the teleportation spells can be used to get to the other side, and then the spell caster may be attacked to force him to lose concentration. Thunder Step allows you to step to the other side and bring someone else with you. I am planning on adding that spell to my Bard at level 6 when he gets Magical Secrets to help rescue our Rogue who get himself into trouble from time to time.
If I were a spell caster and wished to use Wall of Force to delay a party and I thought they would likely use magical means, I would cast silence on the other side of the wall first, which would stop most spellcasting. I would then use Wall of Force, and then Darkness on my side of the wall to give them uncertainty about how else I might be prepared to contend with them. After backing up, I might be prepared with Web of something else to give me time to delay them. If I knew more about your situation I might come up with better plans.
You might also consider opening up with an illusion that would make the party slow themselves down such as a floor of molten rock, complete with heat.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
So what are the rules about what provides total cover.
JC has said that a glass window provides total cover, even though it is transparent. So from this I would determine that any physical barrier provides total cover regardless of its level of transparency.
But on a separate note, the Tiny Hut spell has the line "Spells and other magical effects can't extend through the dome or be cast through it", but this line (or anything similar) does NOT appear in the description of Wall of Force.
The same is true of forcecage ..
"A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area."
While wall of force says ..
"Nothing can physically pass through the wall."
Wall of force can be a 10' sphere around a creature. Forcecage can be a 10' cube. Wall of Force is level 5, forcecage is level 7. If wall of force provides total cover then the only difference in terms of confining a creature is that forcecage requires a saving throw before you can teleport out while wall of force does not.
Anyway, the entire argument about total cover comes from the PHB saying "A target has total cover if it is completely concealed by an obstacle." and the interpretation that a target is not concealed if you can see it. In the end, the decision of how to run it is up to the DM so I'd just ask him.
I know folks who run it both ways.
Line of effect comes into play, so I disagree that teleportation or fey step or misty step would allow you to pass through the wall of force that is cast in a radius sphere.
“To target something [with a spell], you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.”
Per this, you cannot "target" a square outside of the Wall of Force. Yes, I understand that Misty Step is Self, but you are still targeting the square as the point to which you want to move as part of the spell. See any other Sage Advice about how spells with self range like Melf's Minute Meteors or Pass without a trace are targeting other things in spite of having Self as the target. There is a wall between you and the square, meaning you do not have a line of effect. As soon as you target the square to move to it, you would run into the wall on your way there.
Now, there could be an argument that you are not traveling materially. If not, then I would ask, how are you traveling? The spell does not disclose, but teleportation says specifically that the location must be on the same material plane as you are. So I think there's another argument that you are traveling materially, even though you are teleporting. I do not interpret those spells that you simply discorporate and the recorporate. You would either be traveling through the material plane or the ethereal plane and Wall of Force states that it blocks both.
Lastly, I would point out that dispel magic does not work on Wall of Force. I personally do not believe that the designers of D&D meant for a 2nd level spell to overcome a 5th level spell, when it clearly states that a 3rd level spell does not. Just my opinion.